Consume

Cooldown: 60s

Deal 75 True Damage to target enemy drone or creature and you are healed for 50. Environmental objects can also be targeted and are destroyed after healing you.

Detonate

Cooldown: 120s

Deal 40 Power Damage to all Champions and drones near target enemy drone, creature or environmental object. Creatures in the area (including the one targeted) are dealt 160 True Damage instead and environmental objects are destroyed.

Healing Wave

Cooldown: 120s

Heal yourself and nearby allies for 50 Health. Further Healing Waves within 30 seconds will have their effectiveness reduced by 50%.

Invulnerability

Cooldown: 180s

Gain a Shield that blocks 60 damage for 2 seconds.

Meteor Drop

Cooldown: 90s

Drop a meteor on the target location, dealing 60 Power Damage in an area around it. The meteor persists for 120 seconds as a Small Environmental Object.

Psychic Assault

Cooldown: 120s

Places a 35% slow on a target enemy for 2.5 seconds.

Super Speed

Cooldown: 120s

Gain 20% Move Speed and move through enemies for the next 4 seconds.

Super Strength

Pick up Large Object: Throws the object, dealing Attack Damage and Slowing enemies in an area.Pick up Small Object: Throws the object in a line, dealing 80 Attack Damage to the first enemy it hits, and knocking them up.

Surveillance Camera

Cooldown: 5s

Gain 3 charges that are spent to place Stealthed Surveillance Cameras that grant vision in an area around them for 180 seconds. Up to 2 Surveillance Cameras may be on the battlefield at once. Charges are refilled automatically upon returning to base.

Teleport

Cooldown: 420s

Target an allied Turret, Drone, Surveillance Camera or Control Point with no contesting enemy Champions, and blinks to it after 4 seconds. Cooldown is reduced if teleporting to a Turret or control point.

Trap

Cooldown: 25s

Gain 3 charges that are spent to place Traps (2 seconds to prime) that last for 45 seconds and are triggered by the next enemy Champion to step on them. They will be Rooted for 1.5 seconds and revealed for 5 seconds. Up to 2 Traps may be on the battlefield at once. You regenerate a new Trap every 45 seconds or by returning to base.

X-Ray Vision

Cooldown: 100s

For 8 seconds your Champion has increased vision range, can see enemies in Stealth, can see through barriers and into stealth pads.

Enhanced stolen powers are earned on a per-champion basis: each time you reach level 5 with a particular champion, you unlock their unique enhanced power for the rest of your champions. Alternatively, you can
head to the store to unlock enhanced powers.

Aquaman's Super Strength

Large Object: Throws the object, dealing Attack Damage and Slowing enemies in an area, and gains Move Speed for a few seconds.Small Object: Throws the object in a line, dealing Attack Damage to the first enemy it hits, Knocking them up, and your Champion gains Move Speed for a few seconds.

Arcane Green Lantern's Healing Wave

Heal yourself and nearby allies for 50 Health. Further Healing Waves within 30 seconds will have their effectiveness reduced by 50%. You and nearby allies also gain 10 Power Armor and Attack Armor for 3 seconds.

Arcane Supergirl's Meteor Drop

Cooldown: 90s

The damage dealt by Arcane Supergirl's Meteor Drop is increased by 1% for every 2% of health that the target is missing.

Atomic Green Lantern's Consume

Cooldown: 60s

Atomic Green Lantern's Consume increases your Champion's Move Speed.

Deal 75 True Damage to target enemy drone or creature and you are healed for 30 and gain 12.5% Move Speed for 3 seconds. Environmental objects can also be targeted and are destroyed after healing you.

Atomic Joker's Detonate

Cooldown: 100s

Atomic Joker's Detonate has a shorter Cooldown.

Deal 40 Power Damage to all Champions and drones near target enemy drone, creature or environmental object. Creatures in the area (including the one targeted) are dealt 160 True Damage instead and environmental objects are destroyed.

Atomic Poison Ivy's X-Ray Vision

Cooldown: 85s

Atomic Poison Ivy's X-Ray Vision has a reduced cooldown.

For 8 seconds your Champion has increased vision range, can see enemies in Stealth, can see through barriers and into stealth pads.

Atomic Wonder Woman's Super Speed

Gain 20% Move Speed and move through enemies, dealing Attack Damage when you pass through them for the next 4 seconds.

Atrocitus' Meteor Drop

Cooldown: 90s

Atrocitus' Meteor Drop slows enemies struck.

Drop a meteor on the target location, dealing Power Damage in an area around it, and slowing enemies' movement speed by 20% for 4 seconds. The meteor persists for 120 seconds as a Small Environmental Object.

Batman's Trap

Cooldown: 25s

Batman's Trap reveals and roots enemies for a longer duration.

Gain 3 charges that are spent to place Traps (2 seconds to prime) that last for 45 seconds and are triggered by the next enemy Champion to step on them. They will be Rooted for 2.5 seconds and revealed for 10 seconds. Up to 2 Traps may be on the battlefield at once. You regenerate a new Trap every 45 seconds or by returning to base.

Blue Beetle's X-Ray Vision

For 8 seconds, your Champion has increased vision range, can see enemies in Stealth or on stealth pads, and can see through walls.

Catwoman's Teleport

Cooldown: 360s

Catwoman's Teleport has a reduced Cooldown.

Target an allied Turret, Drone, Surveillance Camera or Control Point with no contesting enemy Champions, and blinks to it after 4 seconds. Cooldown is reduced if teleporting to a Turret or control point.

Cyborg's Teleport

Cooldown: 420s

Cyborg's Teleport has a faster teleport time.

Target an allied Turret, Drone, Surveillance Camera or Control Point with no contesting enemy Champions, and blinks to it after 2.5 seconds. Cooldown is reduced if teleporting to a Turret or control point.

Doomsday's Invulnerability

Cooldown: 180s

Doomsday's Invulnerability has a stronger Shield.

Gain a Shield that blocks 75 damage for 2 seconds.

Flash's Super Speed

Cooldown: 120s

Flash's Super Speed allows your Champion to move even faster.

Gain 25% Move Speed and move through enemies for the next 4 seconds.

Gaslight Batman's Surveillance Camera

Cooldown: 5s

Gaslight Batman's Surveillance Camera has increased sight distance.

Gain 3 charges that are spent to place Stealthed Surveillance Cameras that grant vision in an area around them for 180 seconds. Up to 2 Surveillance Cameras may be on the battlefield at once. Charges are refilled automatically upon returning to base.

Gaslight Catwoman's X-Ray Vision

Cooldown: 100s

Gaslight Catwoman's X-Ray Vision has a longer vision range.

For 8 seconds your Champion has increased vision range, can see enemies in Stealth, can see through barriers and into stealth pads.

Gaslight Joker's Meteor Drop

Drop a meteor on the target location, dealing 60 Power Damage in an area around it, and applying Wounding (reducing enemies' healing by 50%) for 10 seconds. The meteor persists for 120 seconds as a Small Environmental Object.

Green Arrow's Surveillance Camera

Cooldown: 5s

Green Arrow's Surveillance Camera can see through Stealth for a few seconds, but has one less charge.

Gain charges that are spent to place Stealthed Surveillance Cameras that grant vision in an area around them and can see through Stealth for a few seconds. A limited number of Surveillance Cameras may be on the battlefield at once. Charges are refilled automatically upon returning to base.

Green Lantern's Meteor Drop

Cooldown: 90s

Green Lantern's Meteor Drop scales with Power Damage (35%).

Drop a meteor on the target location, dealing 80 Power Damage in an area around it. The meteor persists for 120 seconds as a Small Environmental Object.

Harley Quinn's Detonate

Deal 60 Power Damage to all Champions and drones near target enemy drone, creature or environmental object. Creatures in the area (including the one targeted) are dealt 160 True Damage instead and environmental objects are destroyed.

Hawkgirl's Super Speed

For the next 4s, you gain 20% Move Speed. During this duration, your Champion gains 0.5s for each Basic Attack while Super Speed is active, up to a maximum of 3s, and may move through Champions.

Joker's Detonate

Cooldown: 120s

Joker's Detonate reduces the Move Speed of all targets within the area.

Deal 40 Power Damage to all Champions near target enemy drone, creature or environmental object. Drones and creatures in the area (including the one targeted) are dealt 160 True Damage and environmental objects are destroyed. All targets hit also lose 15% Move Speed for 3 seconds.

Katana's Invulnerability

Cooldown: 180s

Katana's Invulnerability grants Attack Reflection and Power Reflection as long as the Shield is active.

Gain a Shield that blocks 60 damage for 2s. As long as the Shield remains active, you will be granted 5% Attack and Power Damage Reflection.

Temp Health: 60 (60 + 15 per level)

Attack Reflect: 5% (5% + 1% per level)

Krypto's Healing Wave

Cooldown: 120s

Krypto's Healing Wave applies an additional heal over time to those healed.

Mecha Superman's Consume

Deal True Damage to target enemy drone or creature and you are healed. Environmental objects can also be targeted and are destroyed after healing you.

Mecha Wonder Woman's Trap

Cooldown: 25s

Mecha Wonder Woman's Trap primes faster.

Gain 3 charges that are spent to place Traps (1 second to prime) that last for 45 seconds and are triggered by the next enemy Champion to step on them. They will be Rooted for 1.5 seconds and revealed for 5 seconds. Up to 2 Traps may be on the battlefield at once. You renegerate a new Trap every 45 seconds or by returning to base.

Nightmare Batman's Consume

Cooldown: 60s

Nightmare Batman's Consume restores bonus Health.

Deal 75 True Damage to target enemy drone or creature and you are healed for 45. Environmental objects can also be targeted and are destroyed after healing you.

Nightmare Superman's Teleport

Target an allied Turret, Surveillance Camera, drone, or control point (if uncontested) to blink to it after channeling for a short time. Cooldown is reduced if teleporting to a Turret or control point.

Poison Ivy's Healing Wave

Cooldown: 120s

Poison Ivy's Healing Wave grants increased Attack Damage and Power Damage to you and nearby allies.

Heal yourself and nearby allies for 50 Health. Further Healing Waves within 30 seconds will have their effectiveness reduced by 50%. You and nearby allies also gain a 10 Attack Damage and 10 Power Damage increase for 5 seconds.

Robin's Surveillance Camera

Cooldown: 5s

Robin's Surveillance Camera has two additional charges.

Gain 5 charges that are spent to place Stealthed Surveillance Cameras that grant vision in an area around them for 180 seconds. Up to 2 Surveillance Cameras may be on the battlefield at once. Charges are refilled automatically upon returning to base.

Shazam's Invulnerability

Cooldown: 180s

Shazam's Invulnerability restores health as long as the shield is active.

Gain a Shield that blocks 60 damage for 2 seconds. As long as the Shield remains active, you will be healed 25 Health over 2 seconds.

Sinestro's Psychic Assault

Cooldown: 120s

Sinestro's Psychic Assault reduces the target's Power Armor as well as slowing.

Wonder Woman's Super Strength

Pick up Large Object: Throws the object, dealing Attack Damage and Slowing enemies in an area. Range increased by 200.
Pick up Small Object: Throws the object in a line, dealing 80 Attack Damage to the first enemy it hits, and knocking them up. Range increased by 200.

Full list of champions

Latest comments

Why would you tell people to mod Royal Seal over Prism. Until 2.0 sometime in the distant future, it is broken and should be modded in every tank set until it is fixed. I would also put priority in E since it has such a long cooldown, and is probably

Great guide, this is how I usually play her! But I'd recommend getting the Disintegration 2 mod for Cosmic Staff over 350 Credits off Starheart. Also if you're going defensive, Cosmic Belt is better than Ruby of Life in that it also gives you Power D